[XCAFS23] Round7 part1: P1 dwarddd monopurple vs P2 zango [Finesse]/Feral/Present

@zango last round we were against each other was my previous batch of exams… today are my final two ever!! One actually in an hour and a bit but i thought i could at least copy out the same T1 (or is it???) as last time to get us started :ok_hand:

GL, and may these be as fun as the last two

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T1


StartingHand Workers

STARTING HAND
Hardened Mox
Battle Suits
Forgotten Fighter
Plasmodium
Temporal Research
Tinkerer
Fading Argonaut
Nullcraft
Neo Plexus
Time Spiral


WORKERS
Plasmodium


NextHand

Battle Suits
Nullcraft
Neo Plexus
Hardened Mox
Forgotten Fighter


Discard

Temporal Research
Time Spiral
Tinkerer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
fargo - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Fading Argonaut(2/3) fading 3

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

if it ain’t broke

2 Likes

Finally I’m back in the tournament, this wait really was kind of long. Hope your final exams went well, I remember that freeing feeling quite lividly when suddenly the last one was over… Enjoy it!

GL & HF

XCAFS23 round 7 part 1 P2T1

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Wither
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)


NextHand

Tenderfoot (1/2)
Timely Messenger (1/1)
Brick Thief (2/1)
Spark
Bloom


Discard

Wither
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Brother - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Older Brother (2/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Guessing cala is just chilling at the back?

1 Like

Yes, sorry about last round taking so long, i would have liked to play a game on the side with you but didn’t want to burn out codex energy while also busy

And thank you! It feels good

Also make sure u have the right number of workers

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T2


Tech StartingHand Workers

TECH
Stewardess of the Undone
Seer


STARTING HAND
Neo Plexus
Battle Suits
Hardened Mox
Forgotten Fighter
Nullcraft


WORKERS
Plasmodium
Hardened Mox


NextHand

Time Spiral
Forgotten Fighter
Tinkerer
Stewardess of the Undone


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
Battlesuits - ($2)
Nullcraft, pings calamandra for 1 dmg - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft

Buildings:

  • :heart: Base HP: 20
    Tech 1 hp 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

seer in case I draw it first and cos it cheaply trades with most stuff (remembering sparkshot this game) stewie cos am p1

Well my last few weeks really have been busy so it definitely was better for me not to be preoccupied with codex in parallel…

And thanks for the worker pointer, everything is fine I just wonderfully started the game with wrongfully telling my sheet I would be player 1

XCAFS23 round 7 part 1 P2T2

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Tenderfoot (1/2)
Bloom
Timely Messenger (1/1)
Spark
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Timely Messenger (1/1)
Helpful Turtle (1/2)
Bloom
Wither
Feral Strike


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
tenderfoot - ($2)
midband Cal - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (3/4, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout: Older Brother (2/2)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I really wonder why he pinged Cal instead of brother… but I’ll take it! let’s cross fingers for no Seer in his current hand

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T3


Tech StartingHand Workers

TECH
Origin Story
Origin Story


STARTING HAND
Tinkerer
Forgotten Fighter
Stewardess of the Undone
Time Spiral


WORKERS
Plasmodium
Hardened Mox
Tinkerer


NextHand

Temporal Research
Seer
Origin Story
Neo Plexus


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Stewardess, bounces tenderfoot - ($1)
nullcraft pings brother

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 1
  • :psfist: Elite:
  • :ps_: Scavenger: Stewardess of the Undone(3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

think I’m losing a tech building either next turn or the one after

Sorry that I didn’t explicitly write it down, but midband Cal provides resist for the tenderfoot, so you’re one Gold short for what you did.

1 Like

Gah that beast of a hero, edited above

1 Like

Oh yes, Cal is simply amazing!

XCAFS23 round 7 part 1 P2T3

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Tricycloid (3/3)


STARTING HAND
Feral Strike
Timely Messenger (1/1)
Wither
Bloom
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)


NextHand

Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Brick Thief (2/1)
Tricycloid (3/3)
Feral Strike


Tech 2 card(s)
return tenderfoot
Get Paid - ($7)
Worker - ($6)
Tech 2 - ($2)
discard 2, maxband Cal stealthily does 4 damage to your tech 1 - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

pretty straight forward with my plan…

1 Like

Pretty please no tricycloid

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T4


Tech StartingHand Workers

TECH
Ready or Not
Now!


STARTING HAND
Seer
Temporal Research
Neo Plexus
Origin Story


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Neo Plexus


NextHand

Forgotten Fighter
Time Spiral
Origin Story


Discard

Fading Argonaut(3/3a) fading 2
Origin Story
Temporal Research
Ready or Not
Now!


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
prynn - ($5)
origin story Cala - ($2)
Stewardess kills brother
Seer - ($1)
Nullcraft pings your tech 2

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Prynn(1/3) fading 5
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft
  • Stewardess of the Undone(3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

think I’m losing a tech building either next turn or the one after

1 Like

I chose the line with knowing that I would have thief in my next hand, but now I got the tric as well, so no need for the thief and it puts me in a very nice situation. But I must confess this OS really did hurt…

XCAFS23 round 7 part 1 P2T4

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Now!


STARTING HAND
Feral Strike
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Tricycloid (3/3)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)


NextHand

Feral Strike
Hyperion (4/5)
Tenderfoot (1/2)
Wither
Bloom


Discard

Older Brother (2/1)
Feral Strike
Brick Thief (2/1)
Timely Messenger (1/1)
Temporal Distortion
Now!


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tric pings down tech 1, NC & Stewie - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Cal (2/3, lvl1)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

fffffff… going for Cal in lookout instead of scavenger as I expect a second OS in his hand and I don’t want my own tech building to get teared down at the cost of him only skipping a worker

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T5


Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Forgotten Fighter
Origin Story
Time Spiral


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Neo Plexus
Forgotten Fighter


NextHand

Stewardess of the Undone(3/1)
Seer(3/1a)
Ready or Not
Now!


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
maxband prynn - ($2)
eat tricycloid - ($1)
seer kills cala

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Prynn(3/5a) fading 2 (your tricycloid)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

think I’m losing a tech building either next turn or the one after

1 Like

XCAFS23 round 7 part 1 P2T5

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Now!
Temporal Distortion


STARTING HAND
Bloom
Tenderfoot (1/2)
Feral Strike
Hyperion (4/5)
Wither
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Wither


NextHand

Older Brother (2/1)
Brick Thief (2/1)
Now!
Feral Strike
Temporal Distortion


Discard

Timely Messenger (1/1)
Bloom
Feral Strike


Tech 2 card(s)
Get Paid - ($9)
Hyperion runs into Prynn for the card draw - ($4)
river - ($2)
tenderfoot - ($1)
worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tenderfoot (1/2)

In Play:

  • Hyperion (4/2)
  • banished: Tricycloid (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

no such luck to draw TD from the 2/9 chance, but still this should be it

why the 1 gold? start cala doesn’t give resist

1 Like

True, obviously you can roll back your turn if this extra gold changes anything. I don’t mind the extra info you obtained from my play. If you just have one float extra, I’ll leave my turn as it is.
@FrozenStorm : I assume I’ll then have to redraw my hand?

If neither you nor @dwarddd need to update your turns you have no need to re-draw. If the extra gold would change @dwarddd 's turn 5 and there’s a re-do, then you’d obviously redo your turn and draw in kind.

1 Like

Genuinely not entirely sure whether i would have bought a heroes’ hall had it been an option, but especially as it’s my mistake am v happy to continue with a float extra (fairly sure this is lost either way lol)

Going to do my turn first thing tomorrow morning👍

Thanks for spotting and judging @Legion @FrozenStorm

3 Likes
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T6


Tech StartingHand Workers

TECH
Rewind
Now!


STARTING HAND
Stewardess of the Undone(3/1)
Now!
Ready or Not
Seer(3/1a)


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Neo Plexus
Forgotten Fighter


NextHand

Origin Story
Immortal
Temporal Research
Time Spiral


Discard

Now!
Ready or Not
Rewind
Now!


Tech 2 card(s)
Get Paid + float (2) - ($11)
Stewardess, bounce tenderfoot - ($7)
tech 2 present - ($3)
seer, prynn to 2 runes - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Stewardess of the Undone(3/3)
  • :target: Lookout: L7 Prynn(3/2) fading 2

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 9

Edit added teched cards for the turn

1 Like

Yeah well, this indeed should seal the deal…

XCAFS23 round 7 part 1 P2T6

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Temporal Distortion
Now!
Feral Strike
Brick Thief (2/1)
Older Brother (2/1)
Temporal Distortion
Now!


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Wither
Older Brother (2/1)


NextHand

Tenderfoot (1/2)
Feral Strike
Hyperion (4/2)
Now!
Bloom


Tech 0 card(s)
Get Paid - ($10)
river trades seer, levels fizzle
max - ($8)
Hyperion trades Prynn, tric returns, max to midband, I draw
tric shoots down Stewie
maxband Max flicker Tric - ($6)
now tric - ($5)
tric breaks tech 2
tric pings base twice and tech 1 once
TD tric into Hyperion - ($3)
Hyperion breaks tech 1, I draw
Cal - ($1)
worker - ($0)

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger: max (3/4, lvl5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hyperion (4/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

yep, that’s game

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T7


Tech StartingHand Workers

TECH
Seer
Vortoss Emblem


STARTING HAND
Temporal Research
Origin Story
Immortal
Time Spiral
Immortal


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Neo Plexus
Forgotten Fighter


NextHand

Stewardess of the Undone(3/1)
Now!
Origin Story
Nullcraft
Fading Argonaut(3/3a) fading 2


Tech 2 card(s)
Get Paid + float - ($11)
maxband Vir - ($3)
tower - ($0)

Float ($0)
Discard 5, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L7 Vir(3+1/5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • mech(6/7) forecast 2

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9